This allows for `ditherpunk` config to have a much larger
stack size on select processes only.
The cost comes at a 4k fixed overhead for the sacrificial
wrapper thread, so we lose about 20k of runtime RAM, even
when ditherpunk is *not* activated (because we're
always wrapping the threads).
There is no impact on scheduling or CPU utilization, as the
wrapper thread blocks and is never scheduled once the real
main starts. However, it does subtract one thread from the
total available thread pool.
This macro will be removed, since it is no longer necessary. Remove this
macro across the project and replace it with a standard `main()`
function.
Signed-off-by: Sean Cross <sean@xobs.io>
This macro will be removed, since it is no longer necessary. Remove this
macro across the project and replace it with a standard `main()`
function.
Signed-off-by: Sean Cross <sean@xobs.io>
Now you can:
let mut input = std::env::current_dir().unwrap();
input.push("../services/modals/src/tests/bunny.png");
let img = Img::<RGB<u8>>::load(&input).unwrap();
modals.show_image(img).expect("image failed");
Add a "Later" stage, and have exactly one "Last" stage.
"Last" to suspend is the ticktimer -- this is crucial for
basically everything else to work. The other really
low level stuff that needs to work to the last minute is
now in the "Later" bin.
previously blitstr2 is using usize for x/y coords, which means that
for layout purposes points could not go to the top or left boundary
without causing arithmetic overflow. Of course, you want to render
everything on-screen, but, as we have multi-line text with overflow
possibility, it's reasonable to be able to use negative coordinates
to locate text boxes that flow into the visible region.
This of course means that occassionally you can come out with
things like "negative widths", but even then, there can be reasonable
uses for this as an intermediate in calculations that ultimately
arrive at a positive result.
Was doing disjoint loads and stores on an Atomic, really, should
be using the fetch_add, fetch_sub variants to be proper.
Didn't seem to impact anything but maybe there's a future version
of me that high fives me for doing this.
We run a branch of minifb because we need the `set_key_state`
function, which is not available on the main branch. This
function is necessary to extract raw scan keycodes from the
keyboard so we can respond to e.g. menu and prediction emulation
keys (Home and Fn keys). The mainline minifb crate eats all
of those key events and does not pass them on.
trust levels now default to a mid-level, with the password
modals explicitly tested for by the Context logic (the idea
being to deny any untrusted canvases the ability to render
inverted text).
ball bounce app also basically works, and context
switching between the bounce app and the main menu
is working too.